Jump to content
[DE]Rebecca

Plains of Eidolon: Facts & Fundamentals of Focus 2.0

Recommended Posts

4 minutes ago, Vorcov said:

Is it just me, or does it feel like Vazarin branch 5 should be Unairu's? :\

Branch 5 Vazarin is the WAYBOUND passives, in Unairu that's Branch 4

3 hours ago, Archwizard said:

Branch 4 (WAY-BOUND):
Basilisk Scales (4 ranks + capstone) - Increased Operator armor
Basilisk Gaze (4 ranks + capstone) - Increased Void Blast effect radius

Vazarin = HP, Unairu = Armor, makes sense.

Edited by Kinetos

Share this post


Link to post
Share on other sites
3 minutes ago, Ev1dentFir31 said:
  • Zenurik
  •  
  • Residual Starting Node: Energy Pulse. A Residual effect that grants you a radial energy pickup effect for teammates. Once you activate the Operator for the first time (i.e Second Dream activation style or simply calling out the Operator), this remains for the whole mission.

Can someone explain this to , its not plained very well. Are these radial energy pickups things that charge over me and we like pancakes? Or are we going to be able to move around while we regen energy. If  can't move then will they give us back the ability to gain energy while our toggles are active again like it used to be?

That one is now scrapped. The new one is noted by Archwizard several posts above yours.

3 hours ago, Archwizard said:

Starting node (RESIDUAL):  
Energy Pulse (6 ranks) - Energy Orbs grant a percentage of bonus energy over (inversely affected) time

In the livestream today and yesterday on Warframe's Twitch channel, these were the development build stats:

Energy Orbs grant 50% more energy over 5 seconds. This means you get 25 x 50% = 12.5 / 5 sec = 2.5 energy per second for 5 seconds from picking up an Energy Orb (and yes, you can keep moving and shooting).

Share this post


Link to post
Share on other sites
4 minutes ago, Vorcov said:

Is it just me, or does it feel like Vazarin branch 5 should be Unairu's? :\

Don't worry about the numbering scheme, I should probably change that to be less confusing. I was just basing it off of the positions of the branches, which means virtually nothing.

Share this post


Link to post
Share on other sites

With such insane costs like 1mil to unbind, is the actual farming changing? Or is it still just generic affinity farming with a lens on?

Share this post


Link to post
Share on other sites
5 minutes ago, AdunSaveMe said:

With such insane costs like 1mil to unbind, is the actual farming changing? Or is it still just generic affinity farming with a lens on?

It was warned at the stream start that the numbers are changing from build to build.

And In all fairness if the unbinding paths are the "true end point", I can kinda see a point of them needing 4 days of grind for unbinding (new daily cap is 250k)

Share this post


Link to post
Share on other sites
On 9/29/2017 at 3:48 PM, [DE]Rebecca said:

 

  • Inner Might passive originally (at the time this devworkshop was posted) granted up to 50% more Channeling Efficiency on Melee. We’ve since increased that to 60% in an effort to breathe a bit more life into Channeling. On the one hand - right now is that enough life? Possibly not. But we are boldening a bit to revisit the mechanic down the road! 

YES! YES! YES! 

YES! YES! 

YES! 

OUR PRAYERS HAVE BEEN ANSWERED

  • Haha 1
  • Woah 1
  • Upvote 1

Share this post


Link to post
Share on other sites
25 minutes ago, Vorcov said:

Is it just me, or does it feel like Vazarin branch 5 should be Unairu's? :\

Vazarin:

Unairu:

 

It has to do with the fact that the Way-bound branch on Unairu is armor based. Unairu's branch in your example is for Void mode, which Vazarin has it's own void mode branch.

Share this post


Link to post
Share on other sites
11 hours ago, phoenix1992 said:

I did not meant that.

I meant that on base mod building, I can't make Titania go under 1.25 energy per second for some reason. But I can go down to 0.85 with Ember and Valk, I was not aware that for some frames there is additional limiter.

That is because titanias razerwing is base 5 per second, 25% of that is 1.25. Whereas ember is 3 and valkyr is 2.5 before it ramps up.

IE lowest drain for ember is 3*0.25=0.75 and valkyr is 2.5*0.25=0.625 or 3.75 after the cost ramps up.

Share this post


Link to post
Share on other sites
5 hours ago, Archwizard said:

Took some notes on each of the Focus trees, so here you go:

Many thanks! I missed the today's stream and this is exactly what I was looking for.

Share this post


Link to post
Share on other sites

What about the old operator clothes?! I payed a lot of platinum to get them😰. Or it will be transforming to armor when the update releases?

Share this post


Link to post
Share on other sites
1 minute ago, Yato3 said:

What about the old operator clothes?! I payed a lot of platinum to get them😰. Or it will be transforming to armor when the update releases?

Stats on armor will be by slotting arcanes, we will be able to use the old stuff. 

Share this post


Link to post
Share on other sites
9 hours ago, Kaotyke said:

Dude, thats 150 energy, and the other passive allows us to get 37,5 energy per Energy Orb (25 at once and 50% of it over 5s), this will only bother if you spam like no tommorrow or wants your energy topped at all damn times.

Yes, I want my energy topped. Some of my builds have 100% Efficiency and base energy. That means 1-1,5 ultimate abilities at the time.

Share this post


Link to post
Share on other sites
9 hours ago, Archwizard said:

Took some notes on each of the Focus trees, so here you go:

  • Each tree will require 100 capacity from the focus "Pool" up top in order to cap out, which took about 5 million focus to do, excluding the costs of nodes
  • Each tree has 2 "Residuals", one of which is always the starting node, the other will be a single-node branch
    • Residuals are proc effects that are activated by entering Operator mode or using your Operator ability, and remain active for the remainder of the mission
    • Residual nodes are hexagonal
  • Each tree has branches for the Void Dash, Blast (melee) and Mode (stealth crouch), respectively
    • These nodes will increase the energy cost of affected abilities in addition to the bonuses provided
    • Nodes on these branches are circular and are unlocked with the War Within
  • Each tree has a branch with two "Way-bound" nodes 
    • Way-bound nodes are Operator passives that, as their capstone rank, can be "unbound" to use with any Focus school active
    • Capping (or "unbinding") the final rank of each Way-bound effect requires a "Brilliant Eidolon Shard" to unlock, in addition to 1 million Focus
    • Way-bound nodes are also hexagonal
  • Once unlocked, individual nodes of the tree can be deactivated at no additional cost
  • Unlocking nodes will no longer increase the cooldown of your Operator ability
  • Transitioning to/from your Operator occurs more quickly, and Operators will inherit momentum from your Warframe if you switch mid-parkour
    • Operators can now slide and have new death animations
    • Ability energy is now separated from the Void Beam ammo, and features a new UI element
  • Amp weapons for your Operator affect the beam attack, and can apparently be ranked up; no other information is provided
  • Some of the passives available in the previous iteration of Focus will be available as Arcanes (although which have not been specified - here's hoping for Shadow Step)
  • I didn't provide the growth values, because all provided values are subject to change

NARAMON

  Reveal hidden contents

Starting node (RESIDUAL):
Affinity Spike (6 ranks) - Increased Affinity from Melee kills

Branch 1 (RESIDUAL):
Power Spike (4 ranks) - Increased melee damage

Branch 2:
Executing Dash (4 ranks) - Instead of throwing enemies, Void Dash opens them to finishers and increases finisher damage taken
Surging Dash (6 ranks) - Void Dash base damage and damage radius (ie width) are increased

Branch 3:
Disorienting Blast (4 ranks) - Void Blast has a chance to Confuse enemies (a la Mind Spike, Chaos, Irradiating Disarm)
Disarming Blast (6 ranks) - Void Blast has a chance to Disarm enemies (a la Radial Disarm, Nyx's passive)

Branch 4:
Void Stalker (4 ranks) - Entering Void Mode increases melee Crit Chance (stacks a la Point Strike) over 5 sec, but this bonus diminishes over 20 sec upon exiting Void Mode
Void Hunter (4 ranks) - Enemies within range can be seen through walls while in Void Mode (a la Zenith)

Branch 5 (WAY-BOUND):
Mind Step (4 ranks + capstone) - Increased Operator movement speed (including slide speed)
Mind Sprint (4 ranks + capstone) - Increased Void Dash travel distance

VAZARIN

  Reveal hidden contents

Starting node (RESIDUAL):
Mending Unity (4 ranks) - Increases Affinity range

Branch 1 (RESIDUAL):
Mending Soul (4 ranks) - The next X revives after activating Operator will be instantaneous

Branch 2:
Protective Dash (4 ranks) - Void Dash grants damage immunity to allies it passes through (including the user)
Sonic Dash (4 ranks) - Instead of throwing enemies, Void Dash releases a traveling shockwave that stuns enemies

Branch 3:
Guardian Shell (6 ranks) - Void Blast can be charged to create a barrier that drains Operator energy when struck, instead of health
Guardian Blast (4 ranks) - Void Blast restores a flat amount of shields to allies struck

Branch 4:
Void Regen (4 ranks) - Void Mode periodically heals the user while active
Void Aegis (4 ranks) - Void Mode emits a protective barrier that grows to a maximum size over 5 sec

Branch 5 (WAY-BOUND):
Enduring Tides (4 ranks + capstone) - Increased Operator health pool
Rejuvenating Tides (4 ranks + capstone) - Operator regenerates health every second

UNAIRU

  Reveal hidden contents

Starting node (RESIDUAL):
Mirror Flare (6 ranks) - Passively reflects a percentage of taken back to attackers

Branch 1 (RESIDUAL):
Stone Skin (4 ranks) - Operator and Warframe armor are increased (stacks a la Steel Fiber)

Branch 2:
Sundering Dash (6 ranks) - Void Dash will reduce armor of enemies it passes through
Crippling Dash (4 ranks) - Void Dash will reduce damage dealt by enemies it passes through

Branch 3:
Magnetic Blast (4 ranks) - Void Blast places a personal Bullet Attractor on enemies struck for a limited period
Unairu Wisp (4 ranks) - Void Blast has a chance to summon a Wisp that can be picked up by allies to increase their Operator damage dealt

Branch 4: 
Void Shadow (4 ranks) - Void Mode grants invisibility to allies within range
Void Chrysalis (4 ranks) - While you channel Void Mode, invisible allies within range gain mitigation

Branch 5 (WAY-BOUND):
Basilisk Scales (4 ranks + capstone) - Increased Operator armor
Basilisk Gaze (4 ranks + capstone) - Increased Void Blast effect radius

ZENURIK

  Reveal hidden contents

Starting node (RESIDUAL):  
Energy Pulse (6 ranks) - Energy Orbs grant a percentage of bonus energy over (inversely affected) time

Branch 1 (RESIDUAL):
Inner Might (6 ranks) - Increased Channeling efficiency on melee attacks

Branch 2:
Energizing Dash (6 ranks) - Void Dash leaves behind a zone that grants an energy regeneration buff to allies who pass through it (a la the armor buff from Hallowed Ground) for 30 sec; players can stack the effects of multiple Zenurik users' zones at once
Lightning Dash (4 ranks) - Void Dash creates ball lightning that travels slowly and zaps nearby enemies

Branch 3:
Temporal Blast (6 ranks) - Void Blast slows enemies for a period
Voltaic Blast (4 ranks) - Void Blast chains to nearby enemies for increased damage

Branch 4:
Void Static (4 ranks) - Void Mode emits an electrical pulse on activation that deals Electrical damage in a radius
Void Singularity (4 ranks) - Void Mode pulls enemies within range towards the Operator while active

Branch 5 (WAY-BOUND):
Void Siphon (6 ranks + capstone) - Increased Operator Energy regeneration
Void Flow (6 ranks + capstone) - Increased Operator Energy capacity

MADURAI

  Reveal hidden contents

Starting node (RESIDUAL):
Phoenix Talons (4 ranks) - Increases all Physical damage dealt

Branch 1 (RESIDUAL):
Phoenix Spirit (4 ranks) - Increases all Elemental damage dealt

Branch 2:
Blazing Dash (6 ranks) - Void Dash leaves a trail of fire (a la Nezha) that deals Heat damage over time
Meteoric Dash (4 ranks) - Void Dash deals a flat amount of additional damage to enemies

Branch 3:
Flame Blast (4 ranks) - Void Blast shoots a Fireball that explodes after a delay period, dealing a multiple of the initial Blast's damage
Rising Blast (4 ranks) - Void Blast's base damage increases, and it can be charged for additional damage

Branch 4:
Void Radiance (4 ranks) - Temporarily Blinds enemies within range after leaving Void Mode
Void Strike (6 ranks) - Void Mode generates a buff to your Operator's next damaging attack outside of the cloak, which stacks for every second that the Operator was cloaked

Branch 5 (WAY-BOUND): 
Inner Gaze (4 ranks + capstone) - Increased Void Beam/Amp ammo capacity
Eternal Gaze (6 ranks + capstone) - Increased Void Beam/Amp reload speed

 

Thanks for the extensive display! (You're doing DE's job though *coughcough*)

Most of it looks interesting, enough to make me wanna max em all out. At least all of the Waybound effects look well designed, imo.

As for some of their designchoices, there is one thing I really don't agreed with at all:

  • These nodes will increase the energy cost of affected abilities in addition to the bonuses provided

Sorry, but nope nope nope! This can make the "upgrade" into an actual downgrade. A clear example would Naramon's Void Stalker, which increases your melee crit chance (like if we needed more?). But it also brings a HEFTY penalty to energycost for remaining in Void Mode (which, if I know DE correctly, will drain extra energy even if you are at full Void Stalker charge, right?). Meaning, yeah, you might become briefly better at meleeing, but your invisibility-potential when using Naramon will, ironically to its style, become greatly shortened.

So yeah, remove all the energycost-penalties on the Operator-abilities, please.

 

Edited by Azamagon
  • Upvote 6

Share this post


Link to post
Share on other sites
53 minutes ago, Azamagon said:

(You're doing DE's job though *coughcough*)

¯\_(ツ)_/¯

55 minutes ago, Azamagon said:

As for some of their designchoices, there is one thing I really don't agreed with at all:

  • These nodes will increase the energy cost of affected abilities in addition to the bonuses provided

Sorry, but nope nope nope! This can make the "upgrade" into an actual downgrade.

Honestly, this is something I'm slightly more okay with, since we do have the option to disable nodes we've invested in; if you want the lite version, you are not bound to the heavy version. Increasing the energy cost is infinitely better than the current system of increasing the cooldown while still offering side-grades ("reduced length but increased arc") and traps ("95% chance to inflict Viral and Magnetic procs") within the tree - everything listed is purely a buff.

But... I do have several issues with the way the tree is presented regardless.

For instance:

Naramon seems a little bloated on what it actually wishes to accomplish - affinity gains, melee buffs, crit buffs, movement speed and crowd control all fall under its portfolio. All of the trees can be (primarily) summed up with one goal: Madurai destroys, Vazarin supports, Unairu protects and Zenurik casts. Naramon is harder to pin down; at best you could tie it back to how all of the skills are melee oriented, although A) the Operator can't really benefit from such skills and B) it doesn't seem to fit with Naramon's goal of "observing enemy weaknesses" as much as Madurai's "destroy everything".

Madurai provides very little incentive to swap back and forth between the Operator and Warframe. You have a bunch of Operator-specific damage buffs, and then two Residuals that impact the Warframe - so your playstyle is either entirely sufficient within the Operator, or a buff to your Warframe you can fire once and forget for the rest of the mission. Compare this to Zenurik's energy spheres, Unairu's debuffs, Vazarin's situational protection, or even the finishers Naramon can provoke.

No comments have been made towards our Second Dream Operator abilities (such as if any changes have been made to them baseline - otherwise what's new about Naramon getting a Confuse chance on the Blast when it can already do that with the ability), or how much of the tree a player who hasn't seen War Within yet is going to be able to work with without having Operator Mode. They still unlock the tree with Second Dream, right? What are they supposed to do with that lens until then, if they can't see more than 2 nodes?

Is it going to be any easier for us to get lenses in PoE? They haven't been "common" Sortie drops since the Fusion rework, and with a new (more expensive) level of lens on the way...

Share this post


Link to post
Share on other sites

This may be a silly question,but I think I've confused myself :-)

Where does the function gained after The Second Dream fit in to this? By that I mean the hold key and operator floats out shooting his/her beams of whatever(sorry, can't remember if it has a name - this may be my problem, right there thinking about it). The streams I've seen just show the transition to Operator as can be used after The War Within.

 

Share this post


Link to post
Share on other sites
2 hours ago, Azamagon said:

Thanks for the extensive display! (You're doing DE's job though *coughcough*)

Most of it looks interesting, enough to make me wanna max em all out. At least all of the Waybound effects look well designed, imo.

As for some of their designchoices, there is one thing I really don't agreed with at all:

  • These nodes will increase the energy cost of affected abilities in addition to the bonuses provided

Sorry, but nope nope nope! This can make the "upgrade" into an actual downgrade. A clear example would Naramon's Void Stalker, which increases your melee crit chance (like if we needed more?). But it also brings a HEFTY penalty to energycost for remaining in Void Mode (which, if I know DE correctly, will drain extra energy even if you are at full Void Stalker charge, right?). Meaning, yeah, you might become briefly better at meleeing, but your invisibility-potential when using Naramon will, ironically to its style, become greatly shortened.

So yeah, remove all the energycost-penalties on the Operator-abilities, please.

 

A part of that is irreversibly tied to the fundamental mechanical philosophy of Warframe, which is basically a zero sum game. For every gain, a slap. For every step forward, half a step back. Always something to make you think 'Damn, this is almost great.'

 

It's intentional, in other words. I think it comes from Scott.

 

 

EDIT: Also, everyone with Naramon just joined Club Covert Lethality.

Edited by BornWithTeeth
  • Upvote 3

Share this post


Link to post
Share on other sites

According to the views of the Bounty Board on Cetus during Prime Time and Guest Streamer streams in the Dev build the Eidolon len bp were a random reward for doing the highest level Bounty on the board. Also Gara part blueprints were a random reward for completing Bounties.

Edited by scinut71
blueprint added to Eidolon lens description.

Share this post


Link to post
Share on other sites
10 minutes ago, scinut71 said:

According to the views of the Bounty Board on Cetus during Prime Time and Guest Streamer streams in the Dev build the Eidolon lens were a random reward for doing the highest level Bounty on the board. Also Gara part blueprints were a random reward for completing Bounties.

Eidolon Lens blueprint or finished?

 

Surely blueprint. A finished Eidolon Lens, to build, costs multiple Greater Lenses, which cost Forma and multiple normal lenses.  

 

In in other words, the question of "What item in the game is the single greatest pain in the taint to build?" now has a decisive answer.

  • Haha 1

Share this post


Link to post
Share on other sites

The Inner might passive from Zenurik ( 60% increased Channeling Efficiency on Melee ) has to be completely reworked, i know it was not the final version but i want to give some feedback about Channeling.

My suggestion :

  • Passive renamed to Energy drain.
  • Power efficiency cap is removed. (currently 80%)
  • Starting from 110% increased Channeling Efficiency when unlocking it, to a maximum of 160% at max rank (110/120/130/140/150/160) .
  • You no longer deal Channeling Damage when activating this passive.
  • You cannot exceed the value of the Channeling Efficiency of your current rank. This means if you are at rank 2 (130% increased channeling efficiency), using a mod that increase Channeling Efficiency won't go further than 130%.

Energy gain per Melee Channeling can be an interesting idea for build enabling in general, 160% (or 3 energy back per hit) is good enough, as it work as a another way to gain energy during combat in a more active playstyle, rather than using Energy Restore consumables or having to depend on a Trinity user to restore energy quickly, and is less punishing to use mods that cost a lot of Power Efficiency (Life Strike -140% if you choose to use it at max rank).

Something related to Channeling :
If you really want to make Channeling a thing in Warframe, you will have to create more mods related to Channeling and/or buff some of the existent ones because right now builds using Channeling mods have a too little use, making them not very attractive in general, maybe if more variety of mods were usable with Channeling, the possibilities of a build enabling would be much higher, like for example a mod that increase Channeling Efficiency by 100% but reduce Channeling Damage by 50%, something like that.

That's pretty much everything i have to say, i hope this feedback will be helpful to you DE.

Edited by (PS4)Silenceform
Cleaner post

Share this post


Link to post
Share on other sites
7 hours ago, Archwizard said:

1) Honestly, this is something I'm slightly more okay with, since we do have the option to disable nodes we've invested in; if you want the lite version, you are not bound to the heavy version. Increasing the energy cost is infinitely better than the current system of increasing the cooldown while still offering side-grades ("reduced length but increased arc") and traps ("95% chance to inflict Viral and Magnetic procs") within the tree - everything listed is purely a buff.

2) But... I do have several issues with the way the tree is presented regardless.

For instance:

3) Naramon seems a little bloated on what it actually wishes to accomplish - affinity gains, melee buffs, crit buffs, movement speed and crowd control all fall under its portfolio. All of the trees can be (primarily) summed up with one goal: Madurai destroys, Vazarin supports, Unairu protects and Zenurik casts. Naramon is harder to pin down; at best you could tie it back to how all of the skills are melee oriented, although A) the Operator can't really benefit from such skills and B) it doesn't seem to fit with Naramon's goal of "observing enemy weaknesses" as much as Madurai's "destroy everything".

4) Madurai provides very little incentive to swap back and forth between the Operator and Warframe. You have a bunch of Operator-specific damage buffs, and then two Residuals that impact the Warframe - so your playstyle is either entirely sufficient within the Operator, or a buff to your Warframe you can fire once and forget for the rest of the mission. Compare this to Zenurik's energy spheres, Unairu's debuffs, Vazarin's situational protection, or even the finishers Naramon can provoke.

5) No comments have been made towards our Second Dream Operator abilities (such as if any changes have been made to them baseline - otherwise what's new about Naramon getting a Confuse chance on the Blast when it can already do that with the ability), or how much of the tree a player who hasn't seen War Within yet is going to be able to work with without having Operator Mode. They still unlock the tree with Second Dream, right? What are they supposed to do with that lens until then, if they can't see more than 2 nodes?

Is it going to be any easier for us to get lenses in PoE? They haven't been "common" Sortie drops since the Fusion rework, and with a new (more expensive) level of lens on the way...

1) It's better, yes, but not as fun and interesting as it could be. While it's not as horrible as Focus 1.0 (those you mentioned were perfect examples), it still runs the potential of ruining an otherwise fun skilltree mechanic, which is leaving a sour taste in my mouth.
Oh well, I guess it's gonna be one of those "agreed to disagreed" kind of things with this here? :P

2) Oh, I agreed on a lot here. Actually, I'm right now sitting with an Excel-file trying to make the focus-schools fit better to their descriptions, have better balance between them etc (What am I doing with my life xD).

3) Naramon is too melee-oriented, yes. I'd like it to be more about the tactics and observation part (along with the school's description). The Void Stalker mechanic is great... except that it's ONLY for melee and that it ruins the time you can be in Void Mode's stealth, due to its energyregen penalty. Considering Naramon was said to be the "Rogue/Thief"-tree (according to DE, that is), being able to REMAIN sneaky for a long time is ... kind of important ya know?
But Naramon being a "mixed" bag, a lá the way of a sneaky ninja is at least somewhat fitting. Naramon could be summarized as "tactics", I guess? Or at least I think so. And it could certainly be a bit better at it, of course. Making it less melee-oriented could be a way to improve it, imo.

4) Madurai is also slightly unfitting its description: Its supposed to be about offense and speed, yet it has 2 charging mechanics (Rising Blast and Void Strike, with Void Strike seemingly a MUCH better version of Naramon's Void Stalker, not to mention more fitting for Naramon too)
But yes, Madurai it could be a bit more Warframe-aiding, like the other trees are.

Also, something else: You said Vazarin supports and Unairu protects. From their descriptions, I'd believe that Vazarin should protect (i.e. preventing and/or healing damage of self and others), while Unairu should be about tankiness (i.e. self-durability with a side-sprinkle of team-protection). They seem, at certain areas, a little confused with some role overlap. But, even so, they seem like functional trees at least.

5) I think those were gonna be removed (afaik, hearing from the forums at least)?
And I think lenses are gonna be added as rewards from jobs you pick up in the Ostron area, or something like that.

 

Now; Just some brainstorming ideas:

First, remove all energy-penalties. This is just unnecessary.
Non-mentioned stuff remain as they are

Naramon - The tactical ninja tree - "Your mind is your deadliest weapon"

  • Residual 1 = Gain more affinity from any kill (small values, as to not break anything with farming)
  • Residual 2 = Deal more damage against enemies you strike in the back, moreso for melee- and Operator attacks
  • Dash 2 = Revamped: While Void Dashing and for a brief moment afterwards (like 4 or 5 seconds), you remain invisible. This transfer over to your Warframe too. Any non-melee attack breaks the stealth. Renamed: Chameleon Dash?
  • Blast 1 and 2 = Both ok, imo. Maybe further increase their chances when used on the back of enemies, or if you are closer to them?
  • Void Mode 1 = Change the bonus to be a plain damage boost, and for ANY attack, not just melee.
  • Void Mode 2 = Also, increase movementspeed while invisible (this works for your Warframe too, when combined with the Dash 2-effect!).

Vazarin - The protective cleric tree - "I'll protect you! Just... stay still!"

  • Dash 2 = Instead of removing the knockback, make it release a radial pulse when finishing the dash, a pulse which stuns caught enemies within its area
  • Blast 1 = Revamped: Charge-casting VB now also spawns a barrier in the environment (pretty much exactly as Volt's Electric Shield). Obviously has some limitation (either in health, duration and/or in amount of barriers createable)
  • Blast 2 = Also works for your own Warframe (if not already)
  • Void Mode 1 = Also grants health for allies within X range
  • Void Mode 2 = Swapped with Unairu's Void Shadow
  • Waybound 2 = Swapped with Unairu's Basilisk Gaze (And renamed Crashing Tides?)

Unairu - The tanking paladin tree - "Come at me, bro!"

  • Residual 1 = Counts for absorbtion-effects too (like Iron Skin etc)
  • Residual 2 = Flat armor instead
  • Dash 1 = Also, reduce enemy shields!
  • Dash 2 = Revamped: Enemies struck by the Dash will take longer to recover from their knockdown (Renamed: Weighted/Heavy Dash?)
  • Blast 2 = Revamped: VB also spawns X wisps (random shotgun pattern), which travels forward slowly. Enemies within X range of a wisp will be compelled to attack the wisps. Each wisp has limitted health and moderate duration. (The idea here is; Distraction tanking, a.k.a. decoys)
  • Void Mode 1 = Swapped with Vazarin's Void Aegis. Further, when exitting Void Mode, the barrier lingers briefly at the exit location.
  • Void Mode 2 = Revamped: Grants self (and allies within X range?) a protective coating (a lá Iron Skin, which would linger over to when you go back to your Warframe!), building up more protection-health the longer you remain in Void Mode. This protection does NOT prevent status, and it crumbles slowly over time.
  • Waybound 2 = Swapped with Vazarin's Rejuvenating Tides (And renamed Basilisk Heart?)

Note: Had a tough time thinking of good Unairu stuff, so I gave ideas into making it feel like a sort of debuffing tank (wether tanking directly or indirectly).

Zenurik - The spellcasting magician tree - "Power overwhelming!"

  • Residual 2 = Also, reduce energy-cost of Operator abilities (by 30%?)
  • Blast 2 = If this works with its other upgrade (Temporal Blast) and/or if the chained blasts means it increases its cc-range potential, I have no problems. However, if it works with neither, then maybe add a 100% electric proc to the chained blasts? Seems limitted otherwise.
  • Void Mode 1 = Also, electric proc? Seems limitted otherwise.

Madurai - The aggressive fighter tree - "Die! MWAHAHA!"

  • Residual 1 and 2 = Both of these could maybe increase Operator damage too?
  • Dash 1 = Maybe add a chance to proc?
  • Dash 2 = Seems really weak. Maybe add some utility to it? Like, enemies struck by the Dash are more likely to suffer from any status effects, and the status duration is increased on them as well?
  • Blast 1 = Add 100% Heat proc to the Fireball?
  • Blast 2 = Lame (and the charge is unfitting of the supposed "speed" of the school). Why not simply: Enemies struck by VB suffer more damage taken from all sources? Simple, but effective.
  • Void Mode 2 = While maybe not fitting the "speed"-description, at least making it more useful would be nice. Like, it works for your Warframe too, and for X attacks?

Note: Hard to think about fitting utility for Madurai. But, it's easy to say that Madurai seems the most lacking, overall.

Spent too much time on this, so I'll leave this as it is for now.

Edited by Azamagon
  • Upvote 1

Share this post


Link to post
Share on other sites
1 hour ago, BornWithTeeth said:

A part of that is irreversibly tied to the fundamental mechanical philosophy of Warframe, which is basically a zero sum game. For every gain, a slap. For every step forward, half a step back. Always something to make you think 'Damn, this is almost great.'

It's intentional, in other words. I think it comes from Scott.

 

Which is a HORRIBLE mechanical philosophy, really.

  • Upvote 7

Share this post


Link to post
Share on other sites

Will miss current Zenurik/Naramon but new system seems to have less nodes to activate per school (residuals) for me...couldn't care less about operator.

Change to activation time also sounds nice. 

Just maxing those residuals and forget the rest ¯\_(ツ)_/¯

  • Haha 1
  • Upvote 2

Share this post


Link to post
Share on other sites

So upgrading nodes still has a cost? We need to be able to underclock them. We don't have the option to keep multiple copies at different ranks, like mods, which should also be able to underclock, but at least they have a workaround. 

Edited by Kinetos

Share this post


Link to post
Share on other sites
29 minutes ago, Kinetos said:

So upgrading nodes still has a cost? We need to be able to underclock them. We don't have the option to keep multiple copies at different ranks, like mods, which should also be able to underclock, but at least they have a workaround. 

I refer you again to DE's crazy zero sum game mentality, where levelling up Focus means it gets more powerful but also far more punishing to actually use.

 

Also the part where every node you unlock in a Focus tree technically costs twice, one for the node and one for the node capacity.

 

Also the part where they're increasing Focus costs to dozens of millions of points.

 

Also the part where the increased energy cost can be compensated for by unlocking, maxing out, and unwinding a Zenurik passive, at a cost of however many extra millions of Focus points.

 

 

But no. If you jump through all the hoops, you can have your prize! But just so that you don't let your prize go too much to your own head, we're gonna burn it and scorch it a bit.

Edited by BornWithTeeth
  • Applause 5
  • Upvote 5

Share this post


Link to post
Share on other sites
16 hours ago, Zeata said:

Those crafted consumables are in such a high supply, built with easy to acquire resources it seems to be a moot point they're consumables.

But if the pads are better than the bubbles, why should I invest the few hundred thousand focus to get to the 5 energy per second when I could just use the pads for less than half the effort?

Because for a small one time investment in a focus tree you get an energy bubble that benefits all teammates, lasts 30 seconds, allows them to move out of the bubble and keep the buff for 30 seconds. Warframe is a game about mobility, and energy pads force you to stop moving for 30 secs.

As for both having similar gains... Well that is a good thing. Some people haven't unlocked operators yet or are using other focus schools.... They need an energy restore too, so energy pads have their purposes, but also have disavantages compared to the passive bubble energy from zenurik.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×
×
  • Create New...